mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 09:35:11 +00:00
Gameplay: Timing windows use a "smart" BPM scaling system (#86)
* Game: Pajama Party * Pajama Party: bg setup, Mako jump * Pajama Party: mako jumping * Pajama Party: prep landing anim references * Pajama Party: several anims, improved 3d scene * Pajama Party: bg cleanup * Pajama Party: Mako sleeping anims * Pajama Party: All Mako anims, add sounds to fs * Pajama Party: prep monkey prefab * Pajama Party: thrown pillow, prep sequences * Pajama Party: make embarrassed catch not loop whoops * Pajama Party: sound adjust, prefab work * Pajama Party: monkey spawning, basic jumping * Pajama Party: jump sequence no input detection or landing yet * Pajama Party: anims override * Pajama Party: jump cue functional comes with improvements and bugfixes to PlayerActionEvent * Pajama Party: sleep cue functional * Pajama Party: some notes * PlayerActionEvent: more bugfixes * Pajama Party: fully functional throw cue * Pajama Party: start animating sleep cue * Pajama Party: feature-complete * Pajama Party: unfuck layering * Pajama Party: icon also adds Fan Club's concept icon * Pajama Party: cues while unloaded * inverse-scale timing windows based on speed * Fan Club: move to new input system * Fan Club: allow forced animations during calls * Crop Stomp: fix camera shake regression
This commit is contained in:
parent
9b9bfea627
commit
057bdf7fe5
4 changed files with 156 additions and 191 deletions
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@ -291,10 +291,9 @@ namespace HeavenStudio.Games
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if (shakeTween != null)
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shakeTween.Kill(true);
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var camTrans = GameCamera.instance.transform;
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camTrans.localPosition = new Vector3(camTrans.localPosition.x, 0.75f, camTrans.localPosition.z);
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camTrans.DOLocalMoveY(0f, 0.5f).SetEase(Ease.OutElastic, 1f);
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DOTween.Punch(() => GameCamera.additionalPosition, x => GameCamera.additionalPosition = x, new Vector3(0, 0.75f, 0),
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Conductor.instance.pitchedSecPerBeat*0.5f, 18, 1f);
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isStepping = true;
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}
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@ -83,7 +83,8 @@ namespace HeavenStudio.Games
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BigCall,
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Squat,
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Wink,
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Dab
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Dab,
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None
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}
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public enum KamoneResponseType {
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Through,
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@ -127,6 +128,7 @@ namespace HeavenStudio.Games
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public GameEvent specBop = new GameEvent();
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public GameEvent noBop = new GameEvent();
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public GameEvent noResponse = new GameEvent();
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public GameEvent noCall = new GameEvent();
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public GameEvent noSpecBop = new GameEvent();
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private static int performanceType = (int) IdolPerformanceType.Normal;
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@ -174,7 +176,6 @@ namespace HeavenStudio.Games
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Player.player = true;
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}
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Spectators.Add(mobj);
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fan.Init();
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//prepare spawn point of next spectator
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spawnPos.x += RADIUS * 2;
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@ -313,6 +314,12 @@ namespace HeavenStudio.Games
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noResponse.startBeat = beat;
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}
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private void DisableCall(float beat, float length)
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{
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noCall.length = length;
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noCall.startBeat = beat;
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}
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private void DisableSpecBop(float beat, float length)
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{
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float bt = Conductor.instance.songPositionInBeats;
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@ -335,6 +342,7 @@ namespace HeavenStudio.Games
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idolJumpStartTime = Single.MinValue;
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DisableResponse(beat, length + 0.5f);
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DisableBop(beat, length + 0.5f);
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DisableCall(beat, length + 0.5f);
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switch (type)
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{
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@ -388,6 +396,7 @@ namespace HeavenStudio.Games
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idolAnimator.Play("IdolDab" + GetPerformanceSuffix(), -1, 0);
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Jukebox.PlayOneShotGame("fanClub/arisa_dab");
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break;
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default: break;
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}
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}
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@ -429,6 +438,17 @@ namespace HeavenStudio.Games
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}
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}
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private void DoIdolPeace(bool sync = true)
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{
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if (!(Conductor.instance.songPositionInBeats >= noCall.startBeat && Conductor.instance.songPositionInBeats < noCall.startBeat + noCall.length))
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{
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if (sync)
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idolAnimator.Play("IdolPeace" + GetPerformanceSuffix(), -1, 0);
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else
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idolAnimator.Play("IdolPeaceNoSync" + GetPerformanceSuffix(), -1, 0);
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}
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}
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private void DoIdolResponse()
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{
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if (responseToggle)
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@ -438,6 +458,21 @@ namespace HeavenStudio.Games
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}
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}
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private void DoIdolCall(int part = 0, bool big = false)
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{
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if (!(Conductor.instance.songPositionInBeats >= noCall.startBeat && Conductor.instance.songPositionInBeats < noCall.startBeat + noCall.length))
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{
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if (big)
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{
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idolAnimator.Play("IdolBigCall" + part + GetPerformanceSuffix(), -1, 0);
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}
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else
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{
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idolAnimator.Play("IdolCall" + part + GetPerformanceSuffix(), -1, 0);
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}
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}
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}
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const float HAIS_LENGTH = 4.5f;
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public void CallHai(float beat, bool noSound = false, int type = 0)
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{
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@ -458,11 +493,11 @@ namespace HeavenStudio.Games
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BeatAction.New(Arisa, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace" + GetPerformanceSuffix(), -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace" + GetPerformanceSuffix(), -1, 0);}),
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new BeatAction.Action(beat + 2f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeace" + GetPerformanceSuffix(), -1, 0);}),
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new BeatAction.Action(beat, delegate { DoIdolPeace();}),
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new BeatAction.Action(beat + 1f, delegate { DoIdolPeace();}),
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new BeatAction.Action(beat + 2f, delegate { DoIdolPeace();}),
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new BeatAction.Action(beat + 2.5f, delegate { DisableSpecBop(beat + 2.5f, 5f);}),
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new BeatAction.Action(beat + 3f, delegate { Arisa.GetComponent<Animator>().Play("IdolPeaceNoSync" + GetPerformanceSuffix()); PlayPrepare(); }),
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new BeatAction.Action(beat + 3f, delegate { DoIdolPeace(false); PlayPrepare(); }),
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new BeatAction.Action(beat + 4f, delegate { PlayOneClap(beat + 4f); DoIdolClaps();}),
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new BeatAction.Action(beat + 5f, delegate { PlayOneClap(beat + 5f); DoIdolClaps();}),
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@ -498,14 +533,10 @@ namespace HeavenStudio.Games
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public void CallKamone(float beat, bool noSound = false, int type = 0, int responseType = (int) KamoneResponseType.Through)
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{
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bool doJump = (responseType == (int) KamoneResponseType.Jump || responseType == (int) KamoneResponseType.JumpFast);
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BeatAction.Action call0;
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BeatAction.Action call1;
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bool isBig = (responseType == (int) KamoneResponseType.ThroughFast || responseType == (int) KamoneResponseType.JumpFast);
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DisableResponse(beat, 2f);
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if (responseType == (int) KamoneResponseType.ThroughFast || responseType == (int) KamoneResponseType.JumpFast)
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if (isBig)
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{
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call0 = new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolBigCall0" + GetPerformanceSuffix(), -1, 0); });
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call1 = new BeatAction.Action(beat + 1f, delegate { Arisa.GetComponent<Animator>().Play("IdolBigCall1" + GetPerformanceSuffix(), -1, 0); });
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if (!noSound)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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@ -517,9 +548,6 @@ namespace HeavenStudio.Games
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}
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else
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{
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call0 = new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolCall0" + GetPerformanceSuffix(), -1, 0); });
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call1 = new BeatAction.Action(beat + 0.75f, delegate { Arisa.GetComponent<Animator>().Play("IdolCall1" + GetPerformanceSuffix(), -1, 0); });
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if (!noSound)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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@ -534,15 +562,15 @@ namespace HeavenStudio.Games
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DisableBop(beat, (doJump) ? 6.25f : 5.25f);
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DisableSpecBop(beat + 0.5f, 6f);
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Prepare(beat + 1f);
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Prepare(beat + 1f, 3);
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Prepare(beat + 2.5f);
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Prepare(beat + 3f, 2);
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Prepare(beat + 4f, 1);
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BeatAction.New(Arisa, new List<BeatAction.Action>()
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{
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call0,
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call1,
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new BeatAction.Action(beat, delegate { DoIdolCall(0, isBig); }),
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new BeatAction.Action(beat + (isBig ? 1f : 0.75f), delegate { DoIdolCall(1, isBig); }),
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new BeatAction.Action(beat + 1f, delegate { PlayPrepare(); }),
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new BeatAction.Action(beat + 2f, delegate { PlayLongClap(beat + 2f); DoIdolResponse(); }),
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@ -648,11 +676,11 @@ namespace HeavenStudio.Games
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{
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string clipName = Spectators[i].GetComponent<Animator>().GetCurrentAnimatorClipInfo(0)[0].clip.name;
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if (clipName == "FanBeat" || clipName == "NoPose")
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Spectators[i].GetComponent<Animator>().Play(anim);
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Spectators[i].GetComponent<Animator>().Play(anim, -1, 0);
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}
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continue;
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}
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Spectators[i].GetComponent<Animator>().Play(anim);
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Spectators[i].GetComponent<Animator>().Play(anim, -1, 0);
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}
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}
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@ -21,146 +21,85 @@ namespace HeavenStudio.Games.Scripts_FanClub
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[Header("Properties")]
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[NonSerialized] public bool player = false;
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[NonSerialized] public bool hitValid = false;
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public float jumpStartTime = Single.MinValue;
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bool stopBeat = false;
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bool stopCharge = false;
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bool hasJumped = false;
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float clappingStartTime = 0f;
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public SortedList<float, int> upcomingHits;
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public float startBeat;
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public int type;
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public bool doCharge = false;
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private bool inputHit = false;
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private bool hasHit = false;
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public void Init()
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{
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if (player)
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upcomingHits = new SortedList<float, int>(); // beat, type
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inputHit = true;
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hasHit = true;
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}
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public override void OnAce()
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{
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Hit(true, type, true);
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}
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float clappingStartTime = Single.MinValue;
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public void AddHit(float beat, int type)
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{
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inputHit = false;
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try
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if (player)
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{
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upcomingHits.Add(beat, type);
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if (type == 0) // normal clap
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, ClapJust, ClapThrough, Out);
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else if (type == 1) // jump
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_UP, JumpJust, JumpThrough, JumpOut);
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else if (type == 2) //"kamone" charge
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, ChargeClapJust, ClapThrough, Out);
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else //"kamone" long clap (first)
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, LongClapJust, ClapThrough, Out);
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}
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catch (ArgumentException)
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{}
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}
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public void Hit(bool _hit, int type = 0, bool fromAutoplay = false)
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public void ClapJust(PlayerActionEvent caller, float state)
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{
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if (player && !hasHit)
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{
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if (type == 0)
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ClapStart(_hit, true, doCharge, fromAutoplay);
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else if (type == 1)
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JumpStart(_hit, true, fromAutoplay);
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bool auto = GameManager.instance.autoplay;
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ClapStart(true, false, auto ? 0.25f : 0f);
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}
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hasHit = true;
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public void ChargeClapJust(PlayerActionEvent caller, float state)
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{
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bool auto = GameManager.instance.autoplay;
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ClapStart(true, true, auto ? 1f : 0f);
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}
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public void LongClapJust(PlayerActionEvent caller, float state)
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{
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bool auto = GameManager.instance.autoplay;
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ClapStart(true, false, auto ? 1f : 0f);
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}
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public void JumpJust(PlayerActionEvent caller, float state)
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{
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JumpStart(true);
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}
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public void ClapThrough(PlayerActionEvent caller) {
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FanClub.instance.AngerOnMiss();
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}
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public void JumpThrough(PlayerActionEvent caller) {
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FanClub.instance.AngerOnMiss();
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}
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public void Out(PlayerActionEvent caller) {}
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public void JumpOut(PlayerActionEvent caller) {
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var cond = Conductor.instance;
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if (stopCharge)
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{
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caller.CanHit(false);
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}
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}
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private void Update()
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{
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var cond = Conductor.instance;
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// read cue queue and pop when needed
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if (hasHit)
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{
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if (upcomingHits?.Count > 0)
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{
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var k = upcomingHits.Keys[0];
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var v = upcomingHits[k];
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startBeat = k;
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type = v == 2 ? 0 : v;
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doCharge = (v == 2);
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// reset our shit to prepare for next hit
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hasHit = false;
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ResetState();
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upcomingHits.Remove(k);
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}
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else if (Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
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{
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startBeat = Single.MinValue;
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type = 0;
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doCharge = false;
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// DO NOT RESET, wait for future cues
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}
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}
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// no input?
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if (!hasHit && Conductor.instance.GetPositionFromBeat(startBeat, 1f) >= Minigame.EndTime())
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{
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FanClub.instance.AngerOnMiss();
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hasHit = true;
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}
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// dunno what this is for
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if (!inputHit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
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{
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inputHit = true;
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}
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if (!hasHit)
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1);
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StateCheck(normalizedBeat);
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}
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if (player)
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{
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if (PlayerInput.Pressed() && type == 0)
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{
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if (state.perfect)
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{
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Hit(true);
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} else if (state.notPerfect())
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{
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Hit(false);
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}
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}
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if (PlayerInput.PressedUp() && type == 1)
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{
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if (state.perfect)
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{
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Hit(true, type);
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} else if (state.notPerfect())
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{
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Hit(false, type);
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}
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}
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if (PlayerInput.Pressed())
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{
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if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue))
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FanClub.instance.AngerOnMiss();
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hasJumped = false;
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stopBeat = true;
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jumpStartTime = -99f;
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animator.Play("FanClap", -1, 0);
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Jukebox.PlayOneShotGame("fanClub/play_clap");
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Jukebox.PlayOneShotGame("fanClub/crap_impact");
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clappingStartTime = cond.songPositionInBeats;
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if (!FanClub.instance.IsExpectingInputNow())
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{
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ClapStart(false);
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}
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}
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if (PlayerInput.Pressing())
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{
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if (cond.songPositionInBeats > clappingStartTime + 1.5f && !stopCharge)
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if (clappingStartTime != Single.MinValue && cond.songPositionInBeats > clappingStartTime + 2f && !stopCharge)
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{
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animator.Play("FanClapCharge", -1, 0);
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stopCharge = true;
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@ -170,13 +109,10 @@ namespace HeavenStudio.Games.Scripts_FanClub
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{
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if (stopCharge)
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{
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if (!hasHit || (upcomingHits?.Count == 0 && startBeat == Single.MinValue))
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FanClub.instance.AngerOnMiss();
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animator.Play("FanJump", -1, 0);
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Jukebox.PlayOneShotGame("fanClub/play_jump");
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jumpStartTime = cond.songPositionInBeats;
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stopCharge = false;
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if (!FanClub.instance.IsExpectingInputNow())
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{
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JumpStart(false);
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}
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}
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else
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{
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@ -212,41 +148,39 @@ namespace HeavenStudio.Games.Scripts_FanClub
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}
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}
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public void ClapStart(bool hit, bool force = false, bool doCharge = false, bool fromAutoplay = false)
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public void ClapStart(bool hit, bool doCharge = false, float autoplayRelease = 0f)
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{
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var cond = Conductor.instance;
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if (hit)
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{
|
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if (doCharge)
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BeatAction.New(this.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(cond.songPositionInBeats + 0.1f, delegate {
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if (PlayerInput.Pressing() || fromAutoplay)
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{
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animator.Play("FanClapCharge", -1, 0);
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stopCharge = true;
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}
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}),
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});
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}
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else
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if (!hit)
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{
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FanClub.instance.AngerOnMiss();
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}
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if (fromAutoplay || !force)
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{
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stopBeat = true;
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jumpStartTime = -99f;
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animator.Play("FanClap", -1, 0);
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Jukebox.PlayOneShotGame("fanClub/play_clap");
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Jukebox.PlayOneShotGame("fanClub/crap_impact");
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clappingStartTime = cond.songPositionInBeats;
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}
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if (fromAutoplay && !doCharge)
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{
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|
||||
var cond = Conductor.instance;
|
||||
hasJumped = false;
|
||||
stopBeat = true;
|
||||
jumpStartTime = -99f;
|
||||
animator.Play("FanClap", -1, 0);
|
||||
Jukebox.PlayOneShotGame("fanClub/play_clap");
|
||||
Jukebox.PlayOneShotGame("fanClub/crap_impact");
|
||||
clappingStartTime = cond.songPositionInBeats;
|
||||
|
||||
if (doCharge)
|
||||
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(cond.songPositionInBeats + 0.1f, delegate {
|
||||
if (PlayerInput.Pressing() || autoplayRelease > 0f)
|
||||
{
|
||||
animator.Play("FanClapCharge", -1, 0);
|
||||
stopCharge = true;
|
||||
}
|
||||
}),
|
||||
});
|
||||
|
||||
if (autoplayRelease > 0f && !doCharge)
|
||||
{
|
||||
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(cond.songPositionInBeats + autoplayRelease, delegate {
|
||||
animator.Play("FanFree", -1, 0);
|
||||
stopBeat = false;
|
||||
}),
|
||||
|
@ -255,22 +189,18 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
|||
}
|
||||
}
|
||||
|
||||
public void JumpStart(bool hit, bool force = false, bool fromAutoplay = false)
|
||||
public void JumpStart(bool hit)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (hit)
|
||||
{}
|
||||
else
|
||||
if (!hit)
|
||||
{
|
||||
FanClub.instance.AngerOnMiss();
|
||||
}
|
||||
if (fromAutoplay || !force)
|
||||
{
|
||||
animator.Play("FanJump", -1, 0);
|
||||
Jukebox.PlayOneShotGame("fanClub/play_jump");
|
||||
jumpStartTime = cond.songPositionInBeats;
|
||||
stopCharge = false;
|
||||
}
|
||||
|
||||
var cond = Conductor.instance;
|
||||
animator.Play("FanJump", -1, 0);
|
||||
Jukebox.PlayOneShotGame("fanClub/play_jump");
|
||||
jumpStartTime = cond.songPositionInBeats;
|
||||
stopCharge = false;
|
||||
}
|
||||
|
||||
public bool IsJumping()
|
||||
|
|
|
@ -6,7 +6,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public class Minigame : MonoBehaviour
|
||||
{
|
||||
public static float earlyTime = (1f - 0.1f), perfectTime = (1f - 0.06f), lateTime = (1f + 0.06f), endTime = (1f + 0.1f);
|
||||
public static float earlyTime = 0.1f, perfectTime = 0.06f, lateTime = 0.06f, endTime = 0.1f;
|
||||
public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
|
||||
|
||||
[System.Serializable]
|
||||
|
@ -136,27 +136,35 @@ namespace HeavenStudio.Games
|
|||
return input.IsExpectingInputNow();
|
||||
}
|
||||
|
||||
|
||||
|
||||
// hopefully these will fix the lowbpm problem
|
||||
// now should fix the fast bpm problem
|
||||
public static float EarlyTime()
|
||||
{
|
||||
return earlyTime;
|
||||
return 1f - ScaleTimingMargin(earlyTime);
|
||||
}
|
||||
|
||||
public static float PerfectTime()
|
||||
{
|
||||
return perfectTime;
|
||||
return 1f - ScaleTimingMargin(perfectTime);
|
||||
}
|
||||
|
||||
public static float LateTime()
|
||||
{
|
||||
return lateTime;
|
||||
return 1f + ScaleTimingMargin(lateTime);
|
||||
}
|
||||
|
||||
public static float EndTime()
|
||||
{
|
||||
return endTime;
|
||||
return 1f + ScaleTimingMargin(endTime);
|
||||
}
|
||||
|
||||
//scales timing windows to the BPM in an ""intelligent"" manner
|
||||
static float ScaleTimingMargin(float f)
|
||||
{
|
||||
float bpm = Conductor.instance.songBpm * Conductor.instance.musicSource.pitch;
|
||||
float a = bpm / 120f;
|
||||
float b = (Mathf.Log(a) + 2f) * 0.5f;
|
||||
float r = Mathf.Lerp(a, b, 0.25f);
|
||||
return r * f;
|
||||
}
|
||||
|
||||
public int firstEnable = 0;
|
||||
|
|
Loading…
Reference in a new issue